Off Sight

Off Sight was my final year school project at Rubika Supinfogame.

I worked on it within a team of 7 students during 8 monthes or so, using Unity 3D.

Offsight is an adventure game taking place in a world where the concept of vision is shattered and depersonalized. Instead of seeing though their own eyes, people see the world through a massive network of fixed cameras, switching between different frames inside this split yet shared vision system.

I wrote the original game concept and worked as a Game and Level Designer on this project.

As its experimental nature would suggest, we had many subjects to work on at the very core of the game; for example, how do we manage to make the player navigate in a huge camera network and navigate with a character in a 3D environment at the same time (this double navigation being the basis of the gameplay) ? And what kind of challenges and puzzles could make this concept fun ?

So I worked  on almost every game design issues this concept could offer :

  • The abilities ot the avatar
  • The number of cameras displayed onscreen
  • The behaviours of these cameras
  • The controls of this gameplay
  • The interface that presents it
  • The layouts of the different levels
  • The placement of the multiple cameras inside the levels
  • The global rhythm of the adventure
  • The behaviours of the key non-playing characters
  • The story and narrative writing
  • The integration of the playtests feedbacks

Although the project wasn’t a complete success, it was a pretty rich and deep experience that helped me to understand the importance of a good team work and boosted my skills with Unity 3D.